Suggestion: Hidden Veil

Given that a 51 Assassin is still squsihy as hell, could you please look at buffing Hidden Veil so that it returns the damage immunity for 3 (or even 2) seconds on Slip Away? This would make the Sin a bit more viable for group PVP in warfronts and open world.

Slip Away is utterly useless at the moment for a full 51 point Sin spec - and probably everything else 31+ that it serves no purpose. If it didn't give me Serpent Strike I wouldn't have it.

So stealthing in combat and use new stealth opened (either stun or Jagged) to max your burst is useless for you?

It is not like NB combat buffs that grand immunitys. Assassin is a cold blooded murderer, no need to defend his self.

You don't play Sin or you would uinderstand how useless the talent is. What you are saying is once every 2mins you get a 10% damage buff and 10% reduction in damage taken for 10 seconds.

I also don't know what premade warfronts you are doing, but against good opponents and organised teams, an Assassin will not be free to just jump and down his target, people will defend their team mates.

when im struggling to kill a Cleric or mage that has 10% hp and he keeps healing as soon has he got some mana i use slip away then assassinate + SS BAM he is down xD

the idea of getting a couple of seconds of immunity is good! It can be a life saver if you sleep away before a spell or MM finisher hits you (i did it before) you are immune to the dmg. atm ull just die to it.

But anyway Slip Away is a MUST HAVE for an assassin and if you don't like it go play MM or NB.

However at 31 points it might be too easy for hybrid builds to get dammage immunity on re-stealth, by making this an added feature of Hidden Veil it means only high points Assassins get it, which offsets their lack of survivability.

I think the point of assasin is that it has it's burst opening that lasts only a few seconds and if the target won't go down in that time he has an escape to use but in no way has a definate fool proof way to get out not being killed after engaging. Assasin is supposed to be squishy as hell after all, it is a role that sacrifices so much for having such a strong opening combo, it's not supposed to last more than 5s in a combat where he's not had the chance to actually lay the groundwork of how to get out and how to defend himself if all goes wrong. 51 sin gives you more than enough tools to engage and get out of a failed fight to mend your wounds. At that point you'll have 15s of free time in the shadows even if you're dmged to get somewhere safe to heal up and either engage again or flee to fight another day.

I think the point of assasin is that it has it's burst opening that lasts only a few seconds and if the target won't go down in that time he has an escape to use but in no way has a definate fool proof way to get out not being killed after engaging. Assasin is supposed to be squishy as hell after all, it is a role that sacrifices so much for having such a strong opening combo, it's not supposed to last more than 5s in a combat where he's not had the chance to actually lay the groundwork of how to get out and how to defend himself if all goes wrong. 51 sin gives you more than enough tools to engage and get out of a failed fight to mend your wounds. At that point you'll have 15s of free time in the shadows even if you're dmged to get somewhere safe to heal up and either engage again or flee to fight another day.

The point is that in group pvp and warfronts nothing is going down in a few seconds if it's close to a healer. The aim is to make Sin a bit more viable for group PVP, which is what the original Slip Away did. Now it's a 2 minute ability that does absolutely nothing - and any smart opponent is going to DOT a Sin up.

The difference now is that SLip Away used to let you finish a hard target and escape even if the groiup noticed you - now it means you need to use it at a much higher health level to make sure you survive.